[ODE] dWorldStep at 60 FPS

Shamyl Zakariya shamyl at zakariya.net
Fri Feb 2 09:07:52 MST 2007


Don't limit your physics update to 60. Have your physics run in a  
separate loop that tries to keep it updated at whatever rate seems  
best ( I use 120 ) and have your frame rate be independent of that.

shamyl at zakariya.net
	"authentic frontier gibberish"



On Feb 2, 2007, at 10:28 AM, Jeff King wrote:

> Hello guys:
>
>
>
> I am calling dWorldStep with a step of 0.01 each time.  When I let  
> the app run as fast as it can then my objects fall and move  
> quickly.  It looks good.
>
>
>
> Because of the fact that I can’t be certain about other people’s  
> machines, I limit to rendering at 60fps, I also limited the physics  
> updates to 60 fps…. But when I do that, the physics runs unbarably  
> slow!  I have tried changing the step and calling dWorldStepFast1,  
> but I would need to increase the step to 0.2 to run at a somewhat  
> decent rate (it still needs to be increased to run normally),  
> however, I’m sure you know, running at that has soo many problems.
>
>
>
> So, my question is … How do you limit the physics updates at 60fps  
> and not have ode run super slow?
>
>
>
> What am I missing?
>
>
>
> Thanks
>
> Jeff.
>
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